CREATING A CHARACTER

Original Rule

Page

New Rule

Racial Modifiers Table

ED p. 50

See Below.

Determine Characteristics

ED p. 52

To determine Movement and Lifting/Carrying Capacity, see the modified Attribute Table below.

Karma Table

ED p. 53

Each race uses the Karma Dice listed on this table. However, Max Karma is now equal to 5 times a character’s rank in Karma Ritual. A character’s starting Karma is equal to his starting Max Karma amount. For all races one Karma Point now costs 5 LP.

Racial Abilities

ED p. 54

Humans no longer have the Versatility Talent. In addition, the following Racial Abilities are received by the races indicated:

Natural Magic Resistance - (Human)

            Humans receive an automatic +3 to their Spell Defense and an automatic +2 to their Mystic Armor Rating.

Bear Loads (Dwarf)

            Dwarfs who exceed their Carrying Capacity ignore the first two negative step modifiers to their Dexterity step.

Enhanced Vision  (Elf)

            Elves see objects at a distance as if they were much closer. Reduce the negative effects of range modifiers by -1 step.

Natural Quickness (Ork)

            Orks receive an automatic increase of +1 to their Initiative Step

Keen Nose (Ork)

            Orks receive an automatic increase of +2 to their Perception Step when making perception tests involving scent.

Controlled Rage(Troll)

            A Troll's opponents only receive a +2 to their attack step when a Troll Aggressively Attacks.

Assign Talent Ranks

ED p. 56

Players may choose to assign all or some of their starting 8 Rank Points to the talents automatically available to them at First Circle. They may also choose to assign some of these Rank Points to the single optional talent available to them at First Circle. This optional talent must be chosen from the list of optional talents available to Novices.


RACIAL MODIFIERS TABLE

Race

DEX

STR

TOU

PER

WIL

CHA

Dwarf

+0

+2

+3

+0

+0

-1

Elf

+2

-1

-2

+2

+2

+0

Human

+0

+0

+0

+0

+0

+0

Obsidiman

-2

+6

+5

-1

+0

-1

Ork

+0

+3

+1

+0

-1

+0

Troll

-1

+5

+4

+0

-1

+0

T'Skrang

+1

+0

+1

+1

+0

+1

Windling

+2

-5

-4

+0

+0

+1


ATTRIBUTE TABLE (Extract)

Attribute Value

Movement Full / Combat (Hexes)

Carrying / Lifting Capacity (lbs)

Attribute Value

Movement Full / Combat

Carrying / Lifting Capacity (lbs)

1

10/5

5/15

15

14/7

73/155

2

10/5

8/20

16

15/7

83/185

3

10/5

10/25

17

15/7

100/230

4

11/5

13/30

18

15/7

115/270

5

11/5

15/38

19

16/8

135/315

6

11/5

18/43

20

16/8

158/368

7

12/6

20/50

21

16/8

180/430

8

12/6

25/58

22

17/8

215/500

9

12/6

30/68

23

17/8

250/580

10

13/6

35/80

24

17/8

290/675

11

13/6

40/93

25

18/9

338/790

12

13/6

45/105

26

18/9

395/920

13

14/7

53/125

27

18/9

460/1,075

14

14/7

63/145

28

19/9

536/1,275


DISCIPLINES

Original Rule

Page

New Rule

Disciplines

ED p. 62

The disciplines described in the original Earthdawn Rulebook are no longer available for use by players. All-new disciplines, as described in the following Discipline Description Sheets, are to be used instead. The magician disciplines, and attendant spell-use, are still available for use as Gamemaster Characters. These characters will be almost exclusively Theran in origin. Indeed, it is mastery of the Nethermancer, Wizard, Elementalist and Illusionist disciplines which have helped propel Thera to world hegemony.

Please note use of the following codes on each Discipline Description Sheet:

Italics: Denotes a non-combat related talent

D: Identifies which talents are Discipline Talents

OPTIONAL: See explanation in the HayesDawn Talents section


TALENTS

Original Rule

Page

New Rule

Default Attributes

ED p. 94

See Default Attribute Table Below.

Earthdawn Talents

ED p. 96

Two types of talents are available to a character: Discipline Specific Talents and Optional Talents. In general, each character is able to purchase ranks in either type of talent at each Circle they have earned. The Discipline Specific Talents which are available to each discipline, and the Circle at which they may first be obtained, are shown in the description of each discipline.

Also shown in each discipline description is the number of optional talent “slots” available to the character at each Circle. Optional talent slots in Circles 1 through 4 are termed Novice Level Slots. Similarly, optional talents in Circles 5 through 8 are Journeyman Level Slots, those in Circles 9 through 12 are Warden Level Slots and those found in Circles 13 through 15 are Legend Level Slots.

All optional talents are also classified according to the career level at which they become available to characters: Novice, Journeyman, Warden and Legend (See Optional Talent Lists).

Characters need not purchase ranks in any optional talents. However, if they do choose to fill one of their Slots with an optional talent, this talent must come from the appropriate optional talent list. The level of optional talent which may be used to fill a Slot cannot exceed the level of the Slot. Thus, Journeyman characters may fill their Journeyman Slots with Novice or Journeyman talents, but may only fill their Novice Slots with Novice talents. Likewise, Legend characters may fill their Legend Level Slots with any optional talent, but may not fill a Warden Level Slot with a Legend talent.


DEFAULT ATTRIBUTE TABLE

Talent

Default Attribute

Bardic Voice

Charisma

Climbing

Dexterity

Close Combat

Dexterity

Conceal Weapon

Dexterity

Dead Fall

Willpower

Evaluate

Perception

Evidence Analysis

Perception

Judge Character

Perception

Leave No Trace

Dexterity

Leadership

Charisma

Haggle

Perception

Lip Reading

Perception

Melee Weapons

Dexterity

Mimic Voice

Charisma

Missile Weapons

Dexterity

Pick Pockets

Dexterity

Sword Attack

Dexterity

Throwing Weapons

Dexterity

Tracking

Perception

Unarmed Combat

Dexterity


SKILLS

Original Rule

Page

New Rule

Using Talents as Skills

ED p. 124

See revised Talents as Skill table below.

TALENTS AS SKILLS

Animal Training

Evaluate (K)

Missile Weapons

Bardic Voice

Evidence Analysis (K)

Pick Pockets

Charge

Forage

Set Weapon

Climbing

Leave No Trace

Shield Charge

Close Combat

Leadership

Sprint

Conceal Weapon

Haggle

Sword Attack

Creature Analysis (K)

Head Down

Throwing Weapons

Dead Fall

Lip Reading

Tracking

Disguise

Melee Weapons

Unarmed Combat

Encamp

Mimic Voice

(K) = Knowledge Skill


COMBAT

Original Rule

Page

New Rule

Combat Options

ED p. 200

IMPALING STRIKE

            Any character who wields a weapon which is designed to attack an opponent using the point of the weapon may attempt an impaling strike. The impaling strike decreases the amount of total damage done by the weapon, but increases the character's chance of achieving an Armor-Defeating Hit. Add 3 steps to the character's Attack Test for the purposes of determining whether or not the hit is Armor-Defeating. If the attack is successful (whether Armor-Defeating or not), subtract 3 steps from the character's Damage Test.

MIGHTY SWING

            Any character wielding a warhammer or two-handed battle axe may attempt a mighty swing. Because of the time it takes to gather strength for this awesome blow, the character is unable to concentrate fully on her own defenses. Add 4 steps to one of the character's Damage Test, but subtract 2 points from the character's Physical Defense rating for all attacks made against her that same round. Only one of the character's blows in a round may be designated a mighty swing; and if so designated, it must be the first blow attempted in the round.

HIDING BEHIND A SHIELD

            Any character actively defending himself with a body shield may choose to hide behind it when being attacked by missile fire. Though normally a shield does not add to a character's Armor Rating when attacked by missiles, a character who hides behind their shield may add the shield's bonus to their Armor Rating for that round. However, while hiding behind their shield, a character may not engage in melee combat.

   

FOULING AN OPPONENT'S SHIELD

            Any character wielding an axe may purposefully make an opponent's shield useless. The character fouls the opponent's shield by embedding the axe deeply into the shield and leaving it there. The weight of the axe so imbalances the shield that it becomes useless to the opponent wielding and must be dropped. To foul an opponent's shield, the character must first subtract 2 steps from their Attack Test. If the attack is successful, the result of the character's Damage Test must exceed the shield's armor bonus. If it does, the character releases the axe and the shield is fouled. The opponent must then drop the shield immediately and cannot use the shield again until taking 1 minute to remove the axe.

   

HOOK and STAB ATTACK

            Any character wielding an axe may attempt a hook and stab attack. When adopting this kind of attack, the character uses the curve of the axe blade as a hook to snag the top edge of the opponent's shield, pull it out and away from the opponent's body and then use the thrusting point at the top of the axe to stab the opponent's unprotected vitals. Subtract 3 steps from the character's Damage Test if the Attack Test is successful, but do not add the shield's armor bonus to the opponent's Armor Rating for that attack.

ATTACK OVER THE TOP OF A SHIELD

            Any character wielding a flail may attempt to strike the top of their opponent's shield with the chain portion of their weapon. When the weapon strikes in this manner, the weight at the end of the chain (spiked ball, etc.), continues unchecked into the opponent to do damage. If the character's Attack Test achieves at least a Good Success, the character successfully attacks across the top of their opponent's shield. Do not add the opponent's shield's armor bonus to the opponent's Armor Rating for that attack.

LONG WEAPON POKE

            Character' wielding weapons of Size 6 or larger may attack opponent's two hexes away as long as there is no other figure or obstacle directly in between the poking character and the foe.

Initiative

ED p. 192

Characters wielding thrusting weapons (See Weapons Classification Table under Goods and Services) naturally have the advantage of reach over their opponents. When engaged in melee combat, characters wielding thrusting weapons compare the length of their weapon to that of the largest weapon wielded by a foe in the group of opponents engaged with her. The character receives a bonus to her initiative step equal to the difference in weapon size. Thus, a character wielding a pole-arm (Size 6) engaged in melee combat with three dwarves wielding dwarf swords (Size 2) would add 4 steps to her initiative for the duration of the combat with those particular opponents.


BUILDING YOUR LEGEND

Original Rule

Page

New Rule

Increasing Talent Ranks

ED p. 221

Characters advancing to a new Circle may choose to purchase ranks in either the Discipline Specific talent(s) available to them at their new Circle, or in any available optional talents; as long as they have unfilled Optional Talent Slots at that Circle. The explanation of which optional talents may be used to fill talent Slots at various Circles can be found in the House Rules Talents Section.

The legend point cost of optional talent ranks is calculated based on the Circle of the optional talent Slot. Thus, any talent used to fill a 9th Circle optional talent Slot is paid for as if it were a 9th Circle talent; even if the talent used to fill that Slot is a Novice or Journeyman talent.

Increasing Skill Ranks

ED p. 221

Practicing a Skill

Skills take practice. After training in a skill, characters must practice the newly learned skill in their spare time for a number of months equal to the rank of the skill. These months need not be consecutive, but each month must include at least 4 consecutive qualifying weeks of practice to meet the requirement. For a week to qualify as a practice week, the character must practice at least 5 days in a 7 day period for three hours each day.


GOODS AND SERVICES

Original Rule

Page

New Rule

Melee Weapons

ED p. 251

Quarterstaff

            This weapon has an Armor Bonus of +2 when wielded two-handed because of the wearer's ability to block incoming blows.

Two-handed Sword

            This weapon adds +2 to the character's Physical Defense when wielded two-handed because of the wielder's ability to parry incoming blows.

Whip

            In addition to simply attacking an opponent with a whip, it may also be used to "snag" objects. To do so, the character must make a Called Shot to snag a designated object (e.g., an opponent's weapon, an outcropping of rock, etc.). If successful, the whip is considered to be affixed to the object for a period equal to one round for each success level achieved on the Called Shot Test.

   

Two-Handed Spear

A character wielding this type of pole-arm may choose to strap a shield over their forward shoulder to help ward off blows. Any shield strapped on in this manner adds 2 to the character's

armor bonus, but reduces their Movement Allowance by 2 hexes

Armor and Shields

ED p. 254

Spiked Shield

            This shield is designed to be used in an offensive or defensive mode as the wielder desires. The damage step of a Spike Shield is 2. Other statistics are as follows:

Cost:               75        Armor Bonus:           +3        Mystic:           0

Weight:          12        Initiative Penalty:     2          Shatter:           19

Unlike other shields, a character using this shield to make a Shield Charge can add the shield's damage step to the normal talent step.

   

Battle Net

            This net is small and held in a combatant's hand to block incoming blows and entangle opponents. Normally, the net simply provides the character an armor bonus when used in combat. However, the character may choose to entangle any opponent who fails to achieve at least a poor success when attacking the character. If the character chooses to entangle a foe, the character must release the net so it can swirl around the opponent to entangle them.

An entangled opponent suffers a -1 step penalty to all tests and -2 steps to Attack Tests until the opponent takes one full round to disentangle the net.

Cost:               65        Armor Bonus:           +1        Mystic:           0

Weight:            8        Initiative Penalty:       1        Shatter:           --

NONE

 

CLOSE COMBAT WEAPONS

See Table Below.

NONE

 

Cost of Living

All characters must maintain a standard of living commensurate with their Circle. Characters who fail to maintain a living standard equal to their Circle suffer a talent crisis (see Adept's Way) and are penalized -1 step on all Talent Tests per level of difference they fail to maintain. Thus, a 4th circle Warrior who can only afford a 2nd circle standard of living operates at -2 steps (4-2) to all her talent rolls.

This penalty continues until the character has made up the "lost living standard" by spending the required extra time living at an artificially high living standard. After 2 weeks, the 4th circle Warrior comes into some money. Her penalty still remains at -2 steps until she has spent at least 2 weeks living at a 6th Circle (4+2) standard of living, or 4 weeks living at a 5th Circle (4+1) standard of living. Effectively she has lost 4 circles (-2 circles x 2 weeks) of living, which have to be made up for.

The Standard Cost of Living is 25 silvers, multiplied by the character's circle, per week. Of course, players may wish to have their characters live a lot better than this, although there are no game benefits for doing so.


CLOSE COMBAT WEAPONS

 

Cost

Damage Step

Strength Minimum

Weight

Size

Cestus

12

2

2

1

1

Brawl Sticks

5

2

2

1

1

War Spurs

3

3

2

1

1

Cestus: These are leather gloves specially enhanced with padded weights, sharp studs and metal plates to increase the damage done by the wearer's fists in combat. Although they cannot be dropped, nor can the wielder be disarmed, they make actions requiring Dexterity more difficult. Subtract 1 step from all actions based on Dexterity requiring use of the character's hands, except Close Combat talent, while a character is wearing cestii. The metal plates which are part of the cestii can also be used by the wearer as a type of shield. While worn, cestii provide the character 1 Physical Armor Bonus. While wearing cestii, a character may not also use a shield.

Brawl Sticks: This weapon is a set of clubs which are specially designed to be used in close combat. Held in the wielders hands, brawl sticks may be used to attack an opponent in one of two ways; thrusting with the forward tips or striking with the edges of the sticks which lie along the wielders forearms. Although brawl sticks can be dropped, or the wielder disarmed, brawl sticks allow the wielder to add 2 steps to his available number of parry steps when using the Parry Blow talent.

War Spurs: These long metal barbs are attached (via straps, or directly to armor) to the wearer at the back of the calf near the heel, the outside of the elbow and at the wrist; where the spurs extend out over the fingers. Though deadly, the spurs worn at the heel make movement somewhat difficult: subtract 1 Hex from the character's combat movement rate.


EARTHDAWN SPARE TIME ACTIVITY SYSTEM

Original Rule

Page

New Rule

None

--

Every character, though an adventurer by trade, may still pursue other activities in their spare time. These spare time activities generally fall into six categories (See below). Furthermore, the amount of spare time available to and adventurer each day depends upon which of two types of activities they are engaged in: adventuring or adventure prep.

Though the exact time requirements vary depending upon the nature of the adventure, adventuring characters must devote almost every hour of the day to staying alive and achieving the objective. This work can include such tasks as traveling, fighting, standing guard, setting up camp, questioning NPCs, cooking meals, caring for horses, etc. Thus, an adventuring character has no more than 3 hours per day to devote to spare time activities. This number may be lower at the GM's discretion if the character's adventuring activities are sufficiently strenuous.

While engaging in adventure prep activities, characters have more flexibility in terms of how their time is spent. Though a character still has to worry about mundane tasks such as securing a meal, conversing with the locals, cleaning their lodgings or shopping for food, the character still has 8 hours available each day to devote to spare time activities.

As much as a character may wish to do so, spare time activities may only be pursued in five days out of six (thus, 5 days each month are lost), because every character needs a rest day periodically. Spare time activities may not be pursued on holidays or during the Earth Celebration each year either as characters are engaged in the normal social events of the season.

The amount of time required to successfully complete spare time tasks depends entirely upon the category of spare time activities the character wishes to engage in:

Healing

A character recovering from the effects of poison, disease or damage may need to forfeit all, or some, of their available spare time each day to heal their bodies. The exact number of spare time hours required to heal completely following damage to the body is set by the GM. Once set, the character may not perform any other spare time activity until all required spare time hours have been forfeited.

   

Purchase Goods

Generally speaking, the more expensive an item is, the more time it takes to shop for it. Thus, a character must devote one Spare Time hour for each 100 silvers of the cost of the item to shop for it.

   

Non-Adventuring Work

This kind of work generally involves characters using their talents to earn silver by providing a service or by manufacturing goods. Examples of this kind of activity would be a Weaponsmith who manufactures fine weapons and armor in her spare time or an Airlord who charges a fee to determine the history of items using his Item History talent. The time required to use such talents is found in the talent description. A character may not work more than 8 hours per day, but may work less if the willing to wait longer to complete the task.

Religious Devotion

Any character with the Questor talent can choose to devote some, or all of their spare time to perform small acts of devotion to their deity. These acts are considered Daily Acts of Devotion (See House Rule under Earthdawn Companion/ Questors).

   

Building Your Legend

This category includes such activities as increasing an attribute, advancing to a higher circle, training in a new talent or skill, purchasing Karma Points or earning Anecdotal Legend Points. The number of spare time hours required to complete each of these activities is:

Attribute Increase =             24 Spare Time Hours per Point

New Circle =                         40 Spare Time Hours per Circle

Talent =                                 8 Spare Time Hours per Rank

Skills =                                   See House Rules

Karma Points =                    1 Spare Time Hour per Ritual

Anecdotal LP =                    1 Spare Time Hour per Point

These hours need not be allocated consecutively.

Anecdotal Legend Points

While most of the stories told about heroes are filled with awe-inspiring deeds, more personal stories are also told. These kinds of stories often are heard in the form of anecdotes based upon some small, but long-cherished act of service the hero has performed to help those who are less legendary . These anecdotes are frequently some of the most loved legends of the heroes of Barsaive; even if they are not the most thrilling.

   

From anecdotes such as Longfang Sings Falsetto to RukHeisen Handles Lunch, each short story does, in its own small way, contribute to that hero's legend. Whenever an adventurer does not wish to engage in other spare time activities, he may wish to spend his time helping others around him; building his own anecdotal legends in the process.

Research

The amount of time required to research a question such as the Research Knowledge of a particular magic item is set by the GM. To determine the answer to the question, the character must devote that number of spare time hours to the project. The hours need not be consecutive, however.


EARTHDAWN COMPANION

Original Rule

Page

New Rule

Questor

EDC p. 89

Daily Acts of Devotion

A character may choose to sacrifice some, or all, of their available spare time hours in order to earn Devotion Points. For every spare time hour a character sacrifices in this way, the character receives ONE Devotion Point. Thus, a character who is adventuring for six months of the year, and who sacrifices every hour of available spare time for that year could earn 1,650 Devotion Points. However, that character is also not able to train, research, heal or perform any other spare time activity. Such devotion would be heartily commended by the Passion for whom the character quests.

Lightbearers

EDC p. 110

Lightbearer Abilities

The Lightbearer Talent, and its attendant Abilities, are not used any longer. Instead, characters who become Lighbearers MUST fill all of their available Journeyman, Warden and Legend Talent Slots with Lightbearer Talents. A complete list of these talents, their descriptions and the Circle at which each is to be taken is listed in the Optional Talent List for Lightbearers.

These talents operate in every respect like all other Optional Talents except that the Lightbearer character has no discretion with regards to which Talent Slot is filled by which Lightbearer talent; that is pre-determined. Each Lightbearer talent must be taken at the Circle indicated as soon as the character reaches that Circle. A Lightbearer character need not purchase any more than one rank in each talent, but at least one of each Lightbearer talent MUST be purchased.

Optional Rules

EDC p. 115

ONLY the following optional rules will be used as stated:

Damage (p. 116)

Damage to Weapons and Armor (p. 117)

Rule of Three (p. 119)

Supporters (p. 125)

The Special Effects of Damage rule (p. 117) is to be used as follows:

Damage to a Limb

Characters who take an amount of damage which is at least twice their Wound Threshold suffer damage to one of their limbs. To determine which limb, the character rolls a D20 and refers to the Damaged Limb Table (see below)

Characters who take an amount of damage equal to three times their Wound Threshold have a limb severed. The character may not do any task which requires an Action. A severed head is fatal. A character who suffers a severed arm or leg will bleed to death in 12 rounds if an amount of damage equal to their Wound Threshold is not healed. Once healed, the character may still not take any task which requires an Action until fully Healed. The severed limb may only be re-attached by use of the Heal Limb talent. Severed heads may NOT be re-attached.

Bleeding Wounds

NOT USED

DAMAGED LIMBS TABLE

D20 Roll Result

Limb

Effect

1 - 3

Shield Arm

- 2 to all tests requiring use of that arm. Shield Armor Bonus reduced by 1. Character may only Lift half their normal capacity.

4 - 9

Weapon Arm

- 2 to all tests requiring use of that arm. Character may only Lift half their normal capacity.

10 - 15

Forward Leg

Reduce character's Combat Movement rate by 2 hexes per round. - 1 steps to all tests requiring use of that leg.

16 - 18

Trail Leg

Reduce character's Combat Movement rate by 2 hexes per round. Reduce Knockdown Test Step by 2 steps. - 1 steps to all tests requiring use of that leg.

19 - 20

Head (20 = Wings on Windlings)

- 2 steps from all Perception-based tests and any test requiring sight, including all Attack Tests. Additionally, characters become dizzy and must spend 1 round in every 3 resting and re-gaining their bearings.


MAGIC BOOK

Original Rule

Page

New Rule

Talent Knacks

MG p. 18

Talent Knack Cost: All Knacks have a one-time cost of 1,500 Legend Points; regardless of the Circle of the talent.

Talent Knack Descriptions: There are two kinds of talent knacks - General Knacks and Talent-Specific Knacks.

General Knacks

Each of these Knacks may be learned for each of the Discipline talents which a character has advanced to rank 5. Thus, an Airlord may have a Knack for Increased Range on both his Suffocation talent as well as on his Light Wall talent. Each Knack would cost him 1,500 Legend Points to purchase.

            Increased Range: This Knack may only be gained for talents with ranges measured in hexes (e.g., excludes ranges of self, touch, line-of-sight, etc.). The character adds 2 hexes (or megahexes if the range is measured in this unit) to the effective range of his talent. Thus, an Airlord with this Knack for Suffocation adds 2 hexes to the effective range of that talent regardless of his talent rank.

            Increased Duration: This Knack may only be gained for talents with duration's measured in multiple rounds (e.g., excludes duration's of 1 round, permanent, etc.). The character adds 1 round to the effective duration of his talent. Thus, an Airlord with this Knack for Suffocation adds 1 round to the effective duration of that talent regardless of the results of his Suffocate Test Result.

            Quick Strike: During any round in which the character uses one of his Discipline Talents, and augments it with a Karma sacrifice, that character gains a +2 bonus to the results of his Initiative Test.

            Extended Area: This Knack may only be gained for those talents with an area of effect measured in multiple hexes (e.g., excludes single targets, group targets, etc.). The character may add 1 hex to the area of effect of his talent Thus an Airlord with this Knack might increase the area of effect of a Blizzard Sphere from its normal megahex-hex to one megahex plus 1 hex instead. This extra hex must be contiguous with the other hexes affected by the talent.

   

Talent-Specific Knacks

Each of these Knacks may only be learned for the talents listed. All except the Threadweaving Knacks are tied to the Discipline Talents of each Discipline. None of the Knacks listed in the Magic Books are to be used; only those listed in the Knack Description Table below.

Spirit Powers

MG p. 80

Aid Summoner is not an available Spirit Power.

Remove Element is not an available Spirit Power.

Elemental Spirits and Elementals

MG p. 84

Game statistics for all six types of spirits are given in the Strength 1 Spirits Statistics Charts (see following two pages).

Summoning in Earthdawn

MG p. 92

Summoning Elemental or Ally spirits may only be accomplished through use of the appropriate Mastery talent. Tasked spirits may be summoned through the use of a talent or a magic item. Half-Magic Summoning is not possible.

Banishing

MG p. 96

Elemental or Ally Spirits, or elementals, may only be banished using the appropriate talent. Tasked spirits may also be banished using Dispel Magic. Half-Magic may not be used to banish spirits of any kind.


KNACK DESCRIPTION TABLE

Original Talent

Knack Name

Knack Effect

Threadweaving

Braiding Threads

As detailed in the Magic Book.

Threadweaving

Talent Linking

As detailed in the Magic Book.

Threadweaving

Thread Masking

As detailed in the Magic Book.

Light Wall

Dim

Airlord may adjust the intensity of the light emanating from the wall to any level from daylight to that of a candle.

Flame Arrow

Flare

Archer may cause the Flame Arrow to remain in the sky for 4 rounds to illuminate a dark area. The Flame Arrow gives out enough light to illuminate an area the size of one megahex plus the six megahex-hexes surrounding it. The archer designates the center hex of the illuminated area anywhere within missile range. The intensity of the illumination is equivalent to torch light.

Skunk Cloud

Thicken

Beastmaster may cause the opacity of any Skunk Cloud she creates to increase or decrease. The Cloud may be any level of opacity from completely clear to completely opaque. Those inside the Cloud are unaffected, but anyone attempting to see through the cloud is affected.

Earth Wall

Topple

Earth Shaman may voluntarily cause one section of an Earth Wall which she has created to topple to either its left or right. Any figure caught under the toppling wall suffers step 10 damage. The wall takes two rounds to topple, so any alert figure may escape.

Flame Weapon

Pierce

Firemage may cause a Flame Weapon to burn intensely hot if pressed hard against a surface for 10 minutes. During this 10 minutes the flame gets hotter and hotter, eventually becoming hot enough to melt the surface against which it rests. Once the blade pierces the surface it can be pushed and moved through the material the rate of 1 inch per minute. The analogy of a hot knife through butter is apt.

Hack

Burst

Guard may use Hack specifically to shatter an opponent's shield with greater ease. Whenever the Guard aims an attack directly at his opponent's shield, he need only achieve a Good Success, not an Armor Defeating Hit, to automatically shatter the shield. If the Guard achieves only an Average Success, he must make a Damage Test to determine whether or not he shattered the foe's shield.

Fog of Fear

Condense

Horror Stalker may cause a Fog of Fear which she creates to condense into water at the end of the talent's duration. The water falls like rain to the ground and yields up to 1 pint of water if it is all captured.

Confusion Ride

Curve

Lancer may take a successful Confusion Ride without needing to complete a perfect circle around the target. If desired, the Lancer may move up to 3 hexes more than needed to make a perfect circle. Thus, if an obstacle of some sort would normally prevent the Lancer from completing a perfect circle, this Knack would allow her to ride around it and still be able to make a Confusion Ride Test.

Freedom Touch

Brush

Liberator need only brush against a target to imbue it with the magic of the Freedom Touch talent. Thus, the Liberator can cause up to two targets to be affected by Freedom Touch each round rather than the usual one.

Steel Bola

Cutter

Loredelver may choose not to throw a Steel Bola at a target, but instead use it as a saw, a cutting tool or as heavy duty scissors.

Shadow Walk

Slither

Pathfinder may hide in shadows which would normally be too small to cover his entire body as long as he chooses to slide silently along the ground on his belly. The maximum movement rate while doing this is 1 hex per round, but it is possible to hide in shadows as small as that cast by a large dog.

Lightning Pattern

Signal

Pattern Knight may choose to send a message using the flashing light created by his Lightning Pattern. The Pattern Knight may decide to use any kind of message-bearing code or pattern he wishes as long as he takes 10 spare-time hours to teach another character to act as a receiver. The message is visible to anyone within line-of-sight.

Nature Cry

Alert

Purifier may use his Nature Cry to alert animals in the area to the presence of nature-abusers. This cry enables these animals to flee out of danger, or run to the defense of the land, as appropriate.

Vines

Shelter

Ranger may cause the writhing vines invoked by the Vines talent to form themselves into a water-tight, wind-tight shelter capable of supporting two adventurers and their gear. This vine shelter can be erected in 10 minutes and maintained for 10 hours if desired.

Battle Bellow

Shout

Sky Raider may choose to speak words when performing a Battle Bellow rather than make incomprehensible cries. These shouted words can be heard and understood at up to a distance of 1 mile.

Maneuver

Anticipate

During the round in which he is maneuvering, the Swordmaster may figure out what combat option, if any, his opponent will be using the next round. The GM must reveal that opponent's combat option the following round before the Swordmaster chooses his own actions.

Warning Cry

Flank

Instead of causing his opponent's to turn completely around, the Warrior with this Knack may instead choose to have every target turn to any of their own rear or side hexes.

Astral Hammer

Tool

Weaponsmith may use his Astral Hammer as a normal hammer whenever needed.